Torn Signpost: Only usable during the approach step.
Immortal Grapple: Only usable during the approach step. [...] [pot] At close range, strikes that are not hand strikes cannot be used this round (by either combatant).
Shadow Step: Only usable during the approach step. Burn 2 blood to set the range for this round. Maneuvers cannot be played anymore this round.
Taste of Vitae: Only usable during the leave step.
Drawing of the Beast: [ANI] As above, and the opposing vampire takes 1R unpreventable environmental damage during the leave step each round.
Outside the Hourglass: [TEM] Only usable during the approach step. Inflict 2R damage on the opposing minion. A vampire can play only one Outside the Hourglass at superior each round.
Blood of Acid: Only usable during the approach step. A vampire can play only one Blood of Acid each round.
[vic] During each strike resolution this round at close range, the opposing minion takes environmental damage equal to the amount of damage they successfully inflicts on this vampire.

(now I repeat myself from the other structure thread)
It is even more clear and easy.
And so many combat cards have precious small timing window/phase where you are able to play them and giving them a bit more leeway is good.

And it ain't like combat decks are dominating the scene right now (or ever...) so if you make playing them a bit more easy since you are not so strictly restricted when you play certain cards it should help the cardflow and thus the combat decks a bit.

I think option B is fine too; however, I think the main problems with how combat currently works would be completely alleviated by simply including an outline of all steps in the rulebook. While I do think option B might be overshooting the goal of making the combat steps easier to understand, I do believe there is some additional benefit to adding more flexible timing to combat.

On a technical note, the additional strikes step also needs the choose strike/resolve strike subsections.